Team Fortress 2

Team Fortress 2

Primed Directive
Stats
+10% More Clip size
+Pipes will stick into Walls/Floor if Missed Targets And Detonates for 5 seconds
+15% Projectile Speed
+Deals 20% More Damage
-15% Holster
-10 Health
-No Random Critical Hits

New Stats

+25% More Clip size
+Pipes Will Stick Into Walls/Floor If Missed Target and Detonates for 5 Seconds
+15% Projectile Speed
+Deals 20% More Damage
+Pipes Will Stick into your Target Detonates for 5 seconds
+Cannot be Reflected
-10% Holster
-15% Explosion Radius

What do you think?
Last edited by Johnny Serenity ᴴᴰ; 15 Jul, 2018 @ 1:11am
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Showing 1-12 of 12 comments
alqwnq 14 Jul, 2018 @ 4:20am 
10% more clip size? you want this thing to have 4.4 grenades?
Robot 14 Jul, 2018 @ 5:09am 
So basically bring back the old loch n' load
Originally posted by bumble:
10% more clip size? you want this thing to have 4.4 grenades?
how about 20% lol
euψychius 14 Jul, 2018 @ 9:25am 
Originally posted by LoopyDuddeee:
Originally posted by bumble:
10% more clip size? you want this thing to have 4.4 grenades?
how about 20% lol
25 actually
euψychius 14 Jul, 2018 @ 9:26am 
ur maths suxx
PapaGynther 14 Jul, 2018 @ 3:49pm 
How about when hitting a pipe it sticks to your opponent and detonates after the before-mentioned 5 seconds instead of exploding immediately
Originally posted by Buckethead:
ur maths suxx
but i hawte mathh ;(((((
In short, this is basically a direct upgrade to stock, since there is nothing really holding down the fact that this thing fires more than default, deals more than default, and is capable of traveling farther than default, making it basically good in every situation. The only real "downside" is the fact that you have to stick with this weapon, since the holster speed is lowered and you have 10 less health. Stickyjumping will be a bit more risky, and even switching to it may prove to be tough at times. The "No random crits" doesn't help that much either, since there are multiple things that can still give this thing crits, such at the kritzkrieg.

It'd be better to make it somewhat situational, like giving it more knockback and explosion range, making it a better supportive tool for things like stopping enemies from capping the point; in turn, it could deal less damage and/or have less ammo to reload with.
Aliaice 15 Jul, 2018 @ 3:09am 
I think that the no random critical hits needs to be added in as one of the newer stats, to make it a bit more balanceed
Aliaice 15 Jul, 2018 @ 3:11am 
Originally posted by Zaxstar:
In short, this is basically a direct upgrade to stock, since there is nothing really holding down the fact that this thing fires more than default, deals more than default, and is capable of traveling farther than default, making it basically good in every situation. The only real "downside" is the fact that you have to stick with this weapon, since the holster speed is lowered and you have 10 less health. Stickyjumping will be a bit more risky, and even switching to it may prove to be tough at times. The "No random crits" doesn't help that much either, since there are multiple things that can still give this thing crits, such at the kritzkrieg.

It'd be better to make it somewhat situational, like giving it more knockback and explosion range, making it a better supportive tool for things like stopping enemies from capping the point; in turn, it could deal less damage and/or have less ammo to reload with.

good point, actually. that sounds like something useful. as you said, the blast radius/ knockback could be situational, and make sticky jumping/ stopping point caps easier
LunaTFox 16 Jul, 2018 @ 1:10am 
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sleepyvessel 15 Aug, 2018 @ 2:59am 
great you've made a straight upgrade of the iron bomber
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